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Damn Battleships Again One-Day Campaign
Introduction
These rules are intended to allow two players or teams of players to conduct
quick naval campaigns without the help of an umpire. They provide a simple system
for hidden moment and in return require honesty and trust from the players. But you
wouldn’t expect less from gentlemen wargamers. I found the basic system in an
article by Matthew Hartley on the Aeronef website. He borrowed it from Ben Yates,
who got it from Phil Barker who took it from Donald Featherstone so it has a
distinguished lineage indeed!
I acknowledge all of these worthies.
The Map
Divide your map into hexes or brickwork pattern squares, each representing
an area 120 miles x 120 miles. This is the basic distance that a squadron cruising at
10 knots will cover in 12 hours. Several squares are grouped into a “sea” area for
weather purposes. The map is kept on a separate table where players can approach it
one-by-one in private.
Squadrons
Each DBSA squadron or flotilla requires a squadron record card on which to
note its ships, formations, activities and, in advanced games, fuel consumption.
Each squadron is allocated a playing card. Dummy squadrons are added at the rate
of one dummy per three, or part of three, real squadrons. Dummies are also
allocated playing cards.
The Playing Cards
Take a normal pack of playing cards. Remove the court cards, jokers and
enough number cards of both colours to provide one card for each squadron or flotilla
and dummies. For instance, if the red side has four squadrons and dummies then the
red kings and queens would represent these. If you have seven squadrons use all the
court cards and the joker, for ten squadrons use the court cards, joker, tens and nines,
and so on. These are known as “encounter” cards. The black player needs to know
what the red players encounter cards are but of course does not know which card
represents which squadron, or if it is a squadron or a dummy.
Place the remaining cards face down on the playing area, one in each square.
If you have a very big map, you will require more than one deck of cards but there is
no problem with this as long as the backs of the cards are identical.
Play
The red player places his encounter cards face down on their starting
squares. He removes the playing cards in those squares and keeps them for later use.
Having done so, he leaves the map and the black player places his encounter cards in
their starting squares. Play then proceeds on a daily basis as follows: 
Determine the weather in each sea.




Red AM move.
Black AM move.
Red PM move.
Black PM move.
Weather Determination
Throw for each sea using the DBSA rules except add 2 to the dice if the
weather was rough the previous day.
Moves
At the beginning of each move the player may alter the composition,
formation and activities of his squadrons. These are noted on his squadron record
cards. If several squadrons are in the same square and will sail in company (i.e. they
are a “fleet”) only one encounter card is used for the fleet. The formation of the fleet
will be included in the record card of the senior squadron. A fleet may include
dummies. Similarly notes can be made for fleets to break down into squadrons.
Dummies may not be placed in ports as it is assumed that there are enough
newspaper reporters, neutral consuls and other “honourable correspondents” that the
presence of a fleet or squadron in a port cannot be faked. At sea however dummies
may be deployed either by moving them independently from a real squadron or fleet
or by leaving the dummy in a square when the real unit moves on.
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The player now moves to the map table. For every squadron, fleet or
dummy he has already on the map that is not anchored this turn he may pick up one
card. Note that he does not necessarily have to pick up his own cards, but if he
wishes to move them he will have to. For each pick proceed as follows: 
If the card is not one of his encounter cards put it back face down. The
player will see if it is an enemy encounter card but he will not know what
it represents. His opponent will not know he has been “seen”. This
represents receiving vague intelligence reports from neutral shipping.

If the card is one of his encounter cards, he may move it to an adjacent
square and look at the card there. If that card is not an encounter card, he
places it in the square that his card came from. If his encounter card is
only moving one square, he places it face down in the new square. If the
encounter card represents a squadron that is moving two squares then
continue to move and repeat the procedure.

If the card in the new square is an enemy encounter card proceed as
follows: 
If the moving card represents a dummy, move it back to its original
square and say nothing. Again this represents enemy squadrons being
sighted by neutral shipping and your side receiving a vague report of
this.

If the moving card is a squadron/fleet declare that there is an
encounter in such and such a square. The moving player then
continues moving his other cards and similarly declares any other
encounters.

If a fleet is breaking down into squadrons the new encounter cards all start
from the same square. When they move into new squares that do not
contain enemy encounter cards these cards are removed and kept in the
player’s hand.

If several squadrons end up in the same square they are replaced by one
encounter card and non-encounter cards from the player’s hand are placed
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in the vacated squares.

Having finished moving all cards either there will be all cards face down
on the map, in which case proceed to the next player’s turn, or there will
be unresolved encounters.
Resolving Encounters
The non-moving player now comes to the table and he chooses the order in
which encounters are resolved. Encounters proceed as follows: 
Consult the appropriate time of day table and determine the time.

Next the moving player describes the formation of his squadrons and
consults the location table.

If the location is successful, the non-moving player must immediately
declare if his squadron is a dummy or not. If it is the dummy card is
permanently removed from play. If it is real then the non-moving player
states the heading of his squadron based on its last move. This is
correlated with the heading of the moving squadron and battle is
joined …All normal DBSA rules apply, except that you already know the
time and the weather conditions and land and shoals only appear in coastal
squares. If the battle comes to the end of the 12 hour move proceed to the
next move, (or even day,) on the map table before concluding the tactical
battle. This allows for reinforcements to arrive.

If the location is unsuccessful move the moving squadron again if it is
moving two squares and turn the non-moving card face down. If it is only
moving one square leave both cards face up in the square and the moving
player places one of the cards in his hand face down in the square the
moving squadron came from, if it is still vacant.
Ending Battles
Battles end if all ships of both sides are either out of sight or out of range
for four spells. Leave both cards on the map face up and fill any gaps in the square
where the squadron moved on from the moving player’s hand.
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Ending Encounters
After all battles have been resolved there may be several cases where both sides
have encounter cards face up on square. These are left where they are. During the
next player turn the moving player can either exit the square, on the heading that he
was travelling at the end of the battle if there was a battle, or on any heading if there
was no battle, or remain in the square and try to locate the enemy squadron.
Squadron/Fleet Formations
If a squadron contains cruisers, these may be thrown out in a search screen.
These will be assumed to be in advance of the main squadron and spread out at the
limit of visibility.
If a fleet contains several squadrons these may either be in line ahead, or
line abreast and close together, in which case they count as one squadron for search
purposes, or they may be spread out, in which case they count the same as a cruiser
for detection.
If a screen formation locates the enemy decide by a dice throw which
element of the screen locates the enemy.
Double Moves
If a squadron consists entirely of ships that have a free movement factor of
two it may move two squares in any move.
If a squadron consists entirely of ships with a free movement factor of one
or two it may move two squares in AM moves only.
A squadron with any obsolete ships may not make a double move.
A squadron with any bad seaboats may not make a double move in rough
weather.
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Anchoring and Ports
Squadrons may anchor in ports in any weather or in coastal squares in
non-rough weather turns. In any other circumstances the squadron is assumed to be
moving even though it does not move from one square to another.
Dummies may never be deployed in ports.
Squadrons anchored in port squares are presumed to be inside the port if it
is friendly unless they specify otherwise. Other squadrons both friendly and enemy
may move through the square without combat.
An enemy squadron moving through the square in this manner may have
one of its ships inspect the port. The mover declares the identity of ship inspecting
and the non-moving player then reveals the identity of all the ships in the port.
No rules are included here for bombarding ports or launching torpedo boat
attacks against them, but both tactics were considered viable in the doctrine of the day
so your specific campaign rules should allow for this eventuality.
Coal Consumption
Fuel consumption was the bane of Admirals until the perfection of the fleet
train in the Pacific in World War Two. Reflecting the problems of coal consumption
and coaling in a campaign inevitably introduces complexities but, unless the
campaign is to be very short, the increase in historical accuracy probably repays some
additional effort. To simplify matters coal consumption is determined on a squadron
basis using generic ship types. Players seeking more accuracy may consult the coal
consumption figures for individual ships given in sources such as “Janes”.
The following generic coal capacity figures are derived from “Janes” 1898
edition: British 1st Class Battleships
Other 1st Class Battleships
Old (usually sail assisted) Battleships
Cruisers
Colonial or Trade Protection
Cruisers and Battleships
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15 days.
12 days.
8 days.
15 days.
25 days.
Coast Defence Vessels
5 days.
TBD and TGB
1st Class TB
2nd Class TB
5 days.
4 days.
2 days.
The coal capacity of a squadron is that of its lowest capacity ship. This is
kept track of either by recording it in writing on the squadron record card or by using
small containers for each squadron containing one peppercorn or black bead for each
day of coal capacity the squadron has.
During the weather phase of each day both sides reduce the coal capacity of
each squadron by one if it only made single moves during the previous day or by three
if it made any double moves. Even if a ship only moved in one of the AM or PM
moves of the previous day it still pays the full rate. Only ships that were anchored for
the whole day pay nothing. This represents time spent raising steam and clearing
grates.
If a squadron divides, the coal capacity of the new squadrons is the same as
that of the original squadron less any consumption. However, if one of the new
squadrons now contains ships which all have a higher coal capacity than the original
squadron then the new squadron can be “topped up” to bring its capacity up to the
new lowest capacity ship, less any consumption.
To coal ships must be at anchor. When coaling in port all vessels may coal
simultaneously. Battleships or 1st Class Cruisers coal half their full capacity in one
12-hour move. Smaller vessels coal their full capacity. Coaling at sea from colliers
requires a bit more paperwork as the speed of coaling also depends on the number of
colliers. One collier may coal one Battleship or 1st Class Cruiser or two smaller
vessels each 12-hour move.
TBDs and smaller vessels may be towed by 2nd Class Cruisers and larger
vessels. When under tow they do not count for coal consumption.
Torpedo Boats on Patrol
Night attacks by TBs or TBDs were both a major fear of admirals in this era
and were also believed to be potentially decisive. There are numerous examples of
these beliefs. The Japanese did not pursue at night after the Battle of the Yalu because
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of the presence of Chinese TBs. The Russians shot their way through the British
Dogger Bank fishing fleet at night, mistaking them for TBs. When dusk came at
Tsushima, the victorious Japanese battle fleet did not press home their advantage with
a night gunnery action, but disengaged to leave the field clear for their TBs and TBDs
to attack.
Unless organised into a flotilla in their own right TBs and TBDs add
nothing to the scouting ability of a squadron or fleet in the way that cruisers do.
However TBs and TBDs, whether in independent flotillas or as part of squadrons
with other ships, can be directed to patrol aggressively at night, this is indicated by
ticking the “TBs on Patrol” box of the squadron record card. These patrols have a
chance of ambushing enemy squadrons but, because they are not under tight control,
they also have a chance of missing the ensuing action.
If a squadron or flotilla with “TBs on Patrol” is located by an enemy
squadron dice for each TB or TBD present. On a score of 4, 5 or 6 the TB can
ambush the locating squadron. On a score of 1 it misses the ensuing action. On a
score of 2 or 3 it assumes its normal position in the squadron but does not ambush.
If a squadron or flotilla with “TBs on Patrol” locates an enemy squadron
dice for each TB or TBD present. On a score of 5 or 6 the TB can ambush the
locating squadron. On a score of 1 or 2 it misses the ensuing action. On a score of 3
or 4 it assumes its normal position in the squadron but does not ambush.
Having determined how many TBs or TBDs are ambushing the player may
break these down into one or more groups and dices for the starting location of
each group. On a 1 or 2 the group is placed within the bow arc of the lead ship of
the enemy squadron. On a 3 it is placed to the port side of the squadron. On a 4 it is
placed on the starboard side. On a 5 it is placed in the stern arc of the rear ship of
the squadron. On a 6 it may be placed anywhere.
Ambushers may either be placed at visibility distance from the enemy
squadron and then moved one base closer; or be placed further away. Battle then
commences with the side with ambushers moving first.
It is possible that both the detecting and detected squadrons will have “TBs
on Patrol.” Since the ambush takes place on the enemy squadron this should not
cause a problem. However if opposing groups of ambushers happen to start within
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visibility of each other move them back equal distances until they are at extreme
visibility. None of these groups then gets the one base closer move. If there are two
ambushes the detecting side will move first.
TBs and TBDs that miss the action are assumed to wander aimlessly
through the night but regroup on their squadron flagship at dawn.
Time of Day Table
Low Latitudes and High Latitudes Summer
AM MOVE
1.
2.
3.
4.
5.
PM MOVE
Day, Sunrise + 1 hour
Day, Sunrise + 3 hours
Day, Sunrise + 5 hours
Day, sunset – 5 hours
Day, Sunset – 3 hours
Sunset
Dusk
Night, Dusk + 2 hours
Night, Dawn – 2 hours
Dawn
6. Day, Sunset – 1 hour
Sunrise
High Latitudes Winter
AM MOVE
PM MOVE
1. Dawn
2. Sunrise
Night, Dusk + 1 hour
Night, Dusk + 3 hours
3.
4.
5.
6.
Night, Dusk + 5 hours
Night, Dawn – 5 hours
Night, Dawn – 3 hours
Night, Dawn – 1 hour
Day, Sunrise + 2 hours
Day, Sunset – 2 hours
Sunset
Dusk
Add 2 to dice if squadron has moved 2 squares.
8.
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Re-throw a score of 7 or
Location Table
Day/Sunrise/Sunset
Sqn.
Dusk/Dawn
Night
456
6
6
3456
56
6
Sqn. + 2 Cruisers
123456
456
56
Sqn. + 3 Cruisers
0123456
3456
456
Sqn + 1 Cruiser
-1 to dice in mist. haze or rain.
-2 to dice in fog.
A “6” always locates, regardless of deductions.
Adjust accordingly for multiple squadrons. For instance two sqns spread out, each
with a detached cruiser, would test as “Sqn. + 3 Cruisers.”
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